[Fabric] Knitted Textures

Knitted fabric behaves nothing like woven cloth. Woven textiles are a rigid grid of crossing threads; knits are continuous loops pulled through each other, which is why they stretch, curl at cut edges, and catch light along the rounded surface of each stitch. That loop geometry is what has to survive into the texture. This collection covers stockinette, cable knit, ribbed, and chunky hand-knit surfaces.

License

Free for personal and commercial use. No attribution required. Commercial games, film, product visualization, and client work are all permitted. No credit, no backlink, no permission request needed. You may not resell or redistribute the texture files themselves as a texture pack.

What's in this collection

  • Stockinette — the basic V-shaped stitch face of most machine knits. T-shirts, jersey garments, sweater bodies.
  • Cable knit — raised interlocking rope patterns with strong directional relief. Winter garments, blankets, hero clothing assets.
  • Ribbed knit — alternating raised and recessed columns. Cuffs, collars, hems, and fitted garment panels.
  • Chunky hand-knit — large irregular loops with visible yarn twist. Throws, scarves, stylized character clothing.

All tiles are seamless in both directions and delivered at high resolution.

Where knitted fabric is used

Character art and clothing. Sweaters, hats, scarves, and jersey garments across games and film. Knit structure is one of the most recognisable fabric types and reads wrong immediately if replaced with a generic weave.

Product visualization. Apparel e-commerce renders, yarn and craft product photography, and textile catalog work.

Architectural and interior visualization. Throws, cushions, upholstery, and soft furnishings that keep an interior render from feeling sterile.

Print and web design. Cozy, seasonal, and craft-oriented design work where a tactile background carries the mood.

How to use these in Blender

  1. Import the texture into a Principled BSDF, connecting RGB to Base Color.
  2. Add a Bump node from a Non-Color copy into Normal, strength 0.4–0.7. Stitch relief is the whole point of a knit and should be clearly visible.
  3. Raise Sheen to around 0.3–0.6. Yarn fibres scatter light at grazing angles and knits look plastic without it.
  4. Set Roughness high, 0.8–0.95, and keep Specular low.

How to use these in Unreal Engine 5

  1. Import the texture and create a Material using the Cloth shading model where available.
  2. Feed the texture into Base Color and a matching Normal map for the stitch structure.
  3. Use the Fuzz Color input to approximate the soft fibre halo along silhouette edges.
  4. Align UVs so stitch columns run vertically down a garment — knits have a clear grain direction and sideways stitches read as an error.

How to use these in Unity

  1. Drop the texture into your project's Assets folder.
  2. Create a Material with a Standard or Lit shader and assign the texture to Albedo.
  3. Assign a normal map and push its strength up, often above 1.0, so the loops survive at gameplay camera distance.
  4. Keep Smoothness very low, 0.02–0.1, and add a rim or fresnel term for the fibre halo if your shader supports it.

Tips for knitted fabric specifically

Scale is the first thing viewers judge. A cable knit rendered at half its real stitch size reads as a printed pattern rather than a garment. Match the stitch height against a known reference such as a shirt cuff before finalising tiling.

Knits have thickness. At a silhouette edge, real knitted fabric shows loops and fuzz rather than a razor-sharp outline, so a small amount of geometric thickness or a fuzz shader term does more than any texture refinement.

Let the pattern deform. Stitches stretch around the body and compress at folds. If your knit texture stays perfectly regular across a draped garment, the eye reads it as wallpaper stuck onto a mesh.

Browse the collection

Fabric textures are organized into volumes, each containing multiple packs. New volumes are added continuously.

View the full Fabric collection →

Related: Leather textures for trims and accessories, Alpha textures for stitch height and displacement data.

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